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Update 13.5.0: Edo Armor & Nami Solo


[DE]Rebecca
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When it says "Improved the animations for the Greatsword and Axe animation sets."

 

Did that mean the idle animation of, for example, the Galatine was no longer the weird one hand pose but a more realistic two hand pose?

 

Because if that's what the change is supposed to be, the idle animation is still the same ole weird one hand thing.

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Reintroducing red crits just made the power balance between weapons have a greater disparity. Two or three of the weapons are pushed way too much forward while most weapons are unaffected.

Only 4 weapons capable of red crits, at least for primaries.

 

Amprex ~150%

Synapse ~150%

Dread ~150%

Paris Prime ~135%

 (With max point strike and critical delay).

 

Funny how none of the sniper rifles are capable of red crits. I guess thats the price you pay for the trade off of hit scan vs projectile. Crit build Amprex/Synapse might actually be super fun to use now, barring range limitations.

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"Added in an additional range based visual effect on Molecular Prime that should help with distinguishing the distance of targets affected by the ability."

Yay! Ty...let's go see it :)

edit: Hmm. Well, it's...not that more visible. Better, but still not nearly as clear as say Volt's ult.

Edited by DawnFalcon
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The new armor parts are fine and expect more in the future for the sake of fleshing out the market in options I imagine, however I can personally care less when they do not appeal greatly to the frames that I play the most (namely Ember Prime in my case, as her shoulder pieces will be taken away with any added armors and nothing great yet has appeared to make me impulsively buy to add for her feet).

More melee weapons in no way appeals to me, with how we already have an absurdly over-saturated market for them. It's good that we now have another weapon to use the machette stance with, but nonetheless does not interest me.

 

More Interception nodes is great, but is still not adding anything great to the game, as the rewards in that game mode do not have much variety in rewards.

 

The Critical Hit mechanic change has caught my interest. My only worry is that someday in the future, you may choose to make this a feature on some new gun, which I would not like squarely to the fact that it would make any other gun that is currently crit-based to become automatically obsolete to first impressions. Outside of this, though, it seems simple enough, albeit not quite thought through from what is mentioned.

 

The mandatory fixes and changes are all simple and necessary, and well appreciated. I imagine a lot more ashes will appear this update.

Now only if I had more to chew you out for on each update...

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So what about weapons that can't have more than 100% crit chance? All those weapons are just going to have to be even more inferior than high crit weapons than they already are?

Edited by A1CZERO
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Only 4 weapons capable of red crits, at least for primaries.

 

Amprex ~150%

Synapse ~150%

Dread ~150%

Paris Prime ~135%

 (With max point strike and critical delay).

 

Funny how none of the sniper rifles are capable of red crits. I guess thats the price you pay for the trade off of hit scan vs projectile. Crit build Amprex/Synapse might actually be super fun to use now, barring range limitations.

Cernos can manage it as well, though their reliability is much lower (~3% if my math's right, versus 35%+ for the other candidates). Of them, three are Bows (which have a soft-cap on range due to travel time) and the other two are beams (which have a hard-cap on range). It should also be noted that a build which is fully maximizing Crits for rifles (Hammershot + Critial Delay + Vital Sense + Point Strike + Serration + Split Chamber) is only going to have two Mod slots open, which means they're probably going all-in on their base damage type (one if you like your Punch Through on the Amprex / Synapse or take an Ammo Mutator on your Bows).

 

I'm not seeing where it's especially broken, unless it is a multiplicative Crit (ex: 6.6 multiplier becomes 39.6) bonus instead of an addative (ex: 6.6 becomes 13.2).

 

EDIT: Crit isn't the rule of the day by any means. Weapons that have an exotic secondary effect (ex: Dark Dagger's physical manifestation of Stunlock Man), utilize a Combi-Element somewhere in their damage table (ex: Detron), do raw damage (ex: Lex), or even a combination of the above (ex: Ogris) are all more than useful. And this isn't taking into account things like fast-swing weapons being used alongside Life Strike or such.

 

I mean if you're crunching numbers, yeah this is the case. But if you're crunching numbers you're also probably playing a Valkyr with four maxed durability mods (Vitality, Redirection, Vigor, Steel Fiber), Rage, Hysteria (as your Panic Button), Rush and Sprint Boost (so most non-Loki / Vanguard Rhino Primes can be smacked in the face faster than they can run), at least 50% Energy Efficiency (so you can pop aforementioned Panic Button at least once) and then whatever else you want to fill the last 1-2 slots. But for some reason I typically don't see Conclave matches play out as "Two v Two Valkyr waiting to see whose Hysteria pops first".

Edited by Drachyench
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The first Excal Prime melee channel pattern you had (on the first color and not the third color) looked better. Please change this back

 

You could have just quoted me instead of copying my post... But since I said this, here's an upvote. And yeah, it looks terrible being on the third color.

Edited by AntoineFlemming
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  • Fixed an issue with enemies attempting to pursue players after a successful extraction.

 

Honestly i actually liked that, you guys should have instead kept that system but added a vortex-like activation when the player leaves, so you see enemies getting sucked out into space! come on guys, that would literally make the extraction scene 10 times more fun :/

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looks like a great update, especially the void spawns!

but one question about the interception: why didn't you just add new nodes, instead of replacing old ones.

besides a microscopic amount of mastery, that would have given vets some reason to play all those.

now its just like "...oh, okay... whatever..."

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XLG4Ouj.jpg

 

Additions:

  • New Weapon - Nami Solo! Wield the curved Blade of the Nami Solo and lash out with incredible slashing lethality! The Nami Solo uses the Machete Stances for combos and can be found in the Market for Platinum or Blueprint today!
  • New Combo for the Machete Weapons Sundering Weave Stance: Flash Flood!
  • New Combos for Axe Weapons Stance Mods:
    • Cleaving Whirlwind: Sundered Tusk and Drifting Stampede!
    • Rending Crane: Rampaging Boar!
  • New Edo Armor Accessories!
  • Added a Codex entry for Dead Eye.
  • Interception Missions are no longer confined to Earth and have now been added to the following nodes:
  • Mars - Augustus
  • Jupiter - Callisto
  • Europa - Armaros
  • Phobos - Opik
  • Uranus - Stephano
  • Sedna - Berehynia
  • Eris - Viver
  • Pluto - Cerberus
  • Ceres - Draco
  • Added in new Codex entries for Corpus Attack Drone and Corrupted Drone.

 

Changes to Crit calculations:

 

We have made changes to the way Criticals work on weapons that have been modded to have a crit chance greater than 100%. You may recall the existence of ‘red crits’ from many updates ago, which occurred with no clear formula other than “Synapse!”. Here is some clarity into the new system:

 

The brief:

 

A weapon with a critical chance greater than 100% will receive 2 calculations:

 

1) a guaranteed critical damage value - this normally appears as a yellow value.

2) a secondary red crit chance based on the remaining percent- this will appear as a new RED crit if successful!

 

This means:

If your rate is 125% you get one guaranteed crit and a 25% chance of a red crit.

 

If this Second Crit occurs, you will see a deadly Red crit value!

 

Warframe Changes:

 

Ash

  • Blade Storm has received a rework! Now when the ability is used Ash will conjure up to two separate clones which will go on the attack in addtion to the player! This will allow the player clear out large groups of enemies even quicker!

Changes:

  • Miter base damage has been increased along with the flight speed and proc chance of charged shots
  • Increased Fatal Attraction's range and damage at Rank 4 and 5.
  • The Fatal Attraction precept will now wait until enemies are within range before the pull ability is initialized.
  • Tweaked the positioning on the Leg Armor accessories for a number of Warframes.
  • Added in an additional range based visual effect on Molecular Prime that should help with distinguishing the distance of targets affected by the ability.
  • Tweaked the Excalibur Prime Channeling visual effects.
  • Specters will now re-generate Energy over time now so as to allow them to continue to use Powers over long amounts of time.
  • Player movement is now prohibited at the start of Conclave rounds.
  • Tweaked the sound effects for the Skana Prime.
  • Reduced the amount of damage dealt to attacking players when using Reflection in PvP matches.
  • Tweaked the visuals on Valkyr's Immortal Skin.
  • Tweaked the sound effects on the Moa Laser Disc gun explosion and Drone Explosion.
  • Reduced required scans for Grineer Rollers.
  • Improved the animations for the Greatsword and Axe animation sets.
  • The first round of Interception missions will now be easier for Solo players with enemies spawning throughout the mission. The difficulty will remain the same when playing with 2-4 players.
  • Adjusted the positioning of Chest Armor on Ember, Banshee, Valkyr, Zephyr, Vauban, Saryn, and Nyx.

 

Fixes:

  • Fixed issues with many Sentinel precepts having their priority subverted by other slotted precepts. Example, if you ever noticed your Djinn would never seem to cast Fatal Attraction, it is likely because it was slotted in the 2nd/3rd/4th Precept Slot and was not properly prioritized.
  • Fixed a number of crashes.
  • Fixed a number of localization issues.
  • Fixed an issue with players being unable to exit Conclaves properly.
  • Fixed an issue with the Invite Button not appearing correctly when playing Key lobby missions.
  • Fixed an issue with the Codex not properly listing the correct amount of Mods present in the player’s inventory.
  • Fixed an instance of Molecular Prime energy color not appearing correctly on client.
  • Fixed an issue with Molecular Prime not working correctly in PvP matches.
  • Fixed an issue with enemies attempting to pursue players after a successful extraction.
  • Fixed an issue with incorrect Lotus Voice Overs playing during Dark Sector Conflicts.
  • Fixed an issue with unequipped Sentinels still adding points towards Conclave ratings.
  • Fixed an issue with incorrect credit values being shown when depositing very large amounts of credits into the Clan Vault.
  • Fixed an issue with AI being unable to navigate up small ledges in the Shipyards tileset.
  • Fixed an issue with Shock Camo pack skins not properly utilizing custom Energy colors.
  • Fixed an issue with the Hikou Holster not properly utilizing custom Energy colors.
  • Fixed an issue with AI getting stuck behind certain crates and boxes on the Forest Defense Tileset.
  • Fixed an exploit which could cause players to gain inordinate amount of credits when selling items.
  • Fixed Seismic Palm and Fracturing Wind being erroneously labeled as "Sparring" which led to confusion on which weapons could use them. They are now labeled as “Fist” Stances.
  • Fixed a missing description for the Arcane Pulse Helmet.
  • Fixed an issue with Enemies remaining in their spawn area in Void Defense missions.
  • Fixed an erroneous description in Trinity's Energy Vampire ability.
  • Fixed issue with Ash being unable to use finishers on enemies that had been previously targeted by Bladestorm.
  • Fixed issue with Shock Camo skin not working on Snipetron Vandal.

 

YES, Bladestorm is now useful! The speed was the only problem I had with it and now that problem is now lessened by so much! Thank you! TYTYTYTYTYTYTYTYTYTYTYTY!

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